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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


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  1. Hello! I am creating an opengl app that loads .obj files but I have some serious problems loading them. When I'm loading obj files it loads vorrectly but after several redisplays it throws an exception "cannot load texture file" then it stops. I think It's because I load the .Obj file again and again so I changed the code to load once but now it doesn't draws the texture. Here's my code: [source lang="cpp"]GLMmodel* LoadOBJ(int ID) { char* modelIDs[6] = {"ko.obj","bou.obj","bouKez.obj","bouLosz.obj","ellen.obj","ellenLosz.obj"}; char* path = modelIDs[ID]; GLMmodel* pmodel1 = NULL; // Load the model only if it hasn't been loaded before // If it's been loaded then pmodel1 should be a pointer to the model geometry data...otherwise it's null if (!pmodel1) { // this is the call that actualy reads the OBJ and creates the model object pmodel1 = glmReadOBJ((char*)path); if (!pmodel1) exit(0); // This will rescale the object to fit into the unity matrix // Depending on your project you might want to keep the original size and positions you had in 3DS Max or GMAX so you may have to comment this. glmUnitize(pmodel1); // These 2 functions calculate triangle and vertex normals from the geometry data. // To be honest I had some problem with very complex models that didn't look to good because of how vertex normals were calculated // So if you can export these directly from you modeling tool do it and comment these line // 3DS Max can calculate these for you and GLM is perfectly capable of loading them glmFacetNormals(pmodel1); glmVertexNormals(pmodel1, 90.0); } // This is the call that will actualy draw the model // Don't forget to tell it if you want textures or not [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]) return pmodel1; } class m3Dobject { public: GLMmodel* model1; public: float scale; public: float xpos; public: float ypos; public: float zpos; public: float rotAngle; public: float xrot; public: float yrot; public: float zrot; bool everLoaded; public: m3Dobject(int ModelPath,float scaleh,float xposh,float yposh,float zposh,float rotAngleh,float xroth,float yroth,float zroth) { model1 = LoadOBJ(ModelPath); xpos = xposh; ypos = yposh; zpos = zposh; rotAngle = rotAngleh; xrot = xroth; yrot = yroth; zrot = zroth; scale = scaleh; } }; void Render(m3Dobject objo) { glPushMatrix(); glScalef(objo.scale,objo.scale,objo.scale); glTranslatef(objo.xpos,objo.ypos,objo.zpos); glRotatef(objo.rotAngle*RAD,objo.xrot,objo.yrot,objo.zrot); glmDraw(objo.model1,GLM_SMOOTH|GLM_MATERIAL|GLM_TEXTURE); glPopMatrix(); }[/source] Thanks for your help in advance [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img];